As someone who grew up playing games like World of Warcraft and other AAA titles, I’ve seen how the gaming industry has evolved over the years—and not always for the better. One of the most disturbing trends is the rise of gacha games, which are, at their core, thinly veiled gambling systems targeting younger players. And I think it’s time we have a serious conversation about why this form of gaming needs to be heavily restricted, if not outright regulated.
Gacha systems prey on players by offering a sense of excitement and reward, but at the cost of their mental health and well-being. These games are often marketed as “free to play,” making them seem harmless, but in reality, they trap players in cycles of spending and gambling. You don’t just buy a game and enjoy its content—you gamble for the chance to get characters, equipment, and other in-game items. It’s all based on luck, with very low odds of getting what you want, which leads players to keep spending in hopes of hitting that jackpot.
This setup is psychologically damaging, especially for younger players who are still developing their sense of self-control. Gacha games condition them to associate spending money with emotional highs, which is the exact same mechanism that fuels gambling addiction. You might think it’s just harmless fun, but it’s incredibly easy to fall into a pattern where you’re constantly chasing that next dopamine hit, just like a gambler sitting at a slot machine. Over time, this not only leads to financial strain but also deeply ingrained mental health issues, such as anxiety, depression, and a lack of self-control when it comes to spending money.
Countries like Belgium and the Netherlands have already banned loot boxes and gacha systems, recognizing the dangers they pose, especially to younger players. The fact that these systems are still largely unregulated in many other regions, including the U.S., shows just how out of control things have gotten. The gaming industry has shifted from offering well-rounded experiences to creating systems designed to exploit players’ psychological vulnerabilities.
We need to follow Europe’s lead in placing heavy restrictions on gacha and loot boxes. It’s one thing to pay for a game and know what you’re getting; it’s another to be lured into a never-ending cycle of gambling for content that should be available as part of the game. Gaming should be about fun, skill, and exploration, not exploiting people’s mental health for profit.
It’s time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.
The interesting thing is that although I’ve almost never spent money on a gacha system and haven’t played much gacha systems recently, my brain subconsciously craved for more but in a safer way.
That’s why I created the JavaScript weighted playlist for myself: A random selection of songs from my music library where some songs play (much) more than others. Getting a super rare song is akin to getting a top tier drop. Additionally, the playback rate is randomized to a normal distribution, giving the tiny chance that a rare song can play with a wild playback rate. And if that wasn’t enough, some Geometry Dash related songs can randomly skip to the next song, simulating watching someone try to beat some demon level.
I’ve created a skinner box for my brain that sometimes causes me to waste hours just clicking on the “next song” button to see what shows up next. My wallet was not harmed in the process (although it might soon be because I want it to work on a portable device, but that money would go to some niche open source hardware thing rather than a greedy gacha publisher).
This is extremely interesting and in general kind of touches on a point that I heard that’s kind of funny… People are just bored, and all of Good and bad things that we do in this world are a result of that boredom. Gambling, our hobbies, picking up another job. If it cures your boredom there’s nothing wrong with it